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INTERVIEW
Brian Colin

Contributor to many outstanding products including Discs of Tron and
Star Trek Voyager! The p
artner of Jeff Nauman for almost two decades at Game Refuge.

MT> The games you've created over the years all have a comedic theme, which you' ve branded as a "Laugh-out-Loud" video game entertainment. Obviously humor is very important to you, Jeff Nauman, and the rest of the crew at Games Refuge. Have you ever considered creating a serious type game?
BC> "Dying is easy. Comedy is hard" (Peter O'Toole as Allen Swan, MY FAVORITE YEAR)

We take "Having Fun" very seriously here at Game Refuge. We view games, first and foremost, as entertainment. (if the player isn't having fun, what's the point?) If by "serious" you mean a game devoid of laughs, or a game that otherwise takes itself too seriously, then no, we probably won't.

MT> You created the graphics for the exceptional Discs of Tron. Impressively the sit-down casing design melded seamlessly with the on-screen graphics. What was it like creating graphic images that mimicked such a highly graphical stylized movie, and were there discussions concerning the booth and your work?
BC> Don't give me too much credit here. While I did do most of the video graphics and animation for Discs of Tron, the project was well defined before I arrived on the scene. Much of the credit for the overall look of that "seamless" package goes to mechanical designer George Gomez; currently a pinball designer for WMS.

MT> Game Refuge displays at least 3 games which were never released within the arcades. Please tell us about Antraid: The Spectre Files, P'Tooie Louie, and Wild Pitch.
BC> It seems to be one of the underlying Truths of game design: if successful games make the most money, then unsuccessful games make the best anecdotes. The corollary to that Truth is that the best anecdotes make somebody look ridiculous, and therefore are best if they come from an anonymous source. Having said that, I hear that the following stories may be true:

The Spectre Files was a campy, feature-length interactive horror film that we wrote, produced and directed on a shoestring budget (for a Major Arcade Manufacturer Who Shall Remain Nameless) on location in an abandoned, unheated, lunatic asylum during one of the coldest Februarys in Chigago history. (How cold was it? Well, we had to do very short "takes", since the heat from the lights would eventually melt the frost on the ceilings, and the resulting sprinkle would re-freeze on the way down.... a charming snow-like effect that didn't help our interior scenes very much.) The film was to be the basis of the company's first in-house Laser Disc Game; but somewhere along the way the company decided that video disc, not laser disc, was the wave of the future. For those of you who don't remember video disc, it had a needle that tracked in a groove similar to a phonograph record. ("Uh-oh", you say, "I can see where this is going...") Just prior to The Spectre File's completion, the company released a Football Game using Video Disc technology and discovered that the first time the game got bumped or jostled, the resulting scratched disc effectively turned the game into a 300 pound paperweight. The company decided that there was no future in disc-based games of any kind, and The Spectre Files game was never completed.

Antraid was the forerunner to every Real-Time-Strategy game ever made. A great two-player, head-to-head game, each player controlled a colony of a couple o' dozen ants, each with their own unique abilities. The ants then battled over limited amounts of food in a garbage dump. It had better-than-average Field Test results, but nothing close to some of the company's (a Major Arcade Manufacturer Who Shall Remain Nameless) better games at the time, so it was never produced.

P'Tooie Louie... A Bikini clad cave-girl who rides atop an enormous watermelon-seed spitting bird fighting deadly, mostly-invisible(!), Bee People. Sometimes you get so caught up in seeing if you can achieve something, it doesn't occur to you to ask yourself if you should. Lesson learned; `nuff said.

Wild Pitch. I wanted to do kind of an "Archrivals Baseball" thing, with comic characters and idiot-proof controls... the company brass (yet another Major Arcade Manufacturer Who Shall Remain Nameless ) wanted us to include all of the features, statistics and detail of the most popular Home Console Baseball games of the time, yet still take only 90 seconds to play... the marketing guys wanted us to use a Major League Baseball license... Major League Baseball and the Players Association wanted us to refrain from doing anything "irreverent"... and there was one senior exec who insisted that, historically, Baseball Games had proven to be "ill-suited" for the arcade. In retrospect, we probably should have known from the start that there was no way to make everybody happy with the game; yet we tried for a long time to do just that. Eventually, though the game turned out to be a great deal of fun to play, it just wasn't an "Arcade Product". (It has the dubious distinction of being the lowest-earning game of the company's Mid-Winter Field Test that year.) Oddly enough, when we take our Mobile Arcade to summertime street festivals, our Wild Pitch game is easily the most popular, highest earning game in our collection. Go figure


MT> Your game Pigskin 621AD was reprogrammed for the Sega Genesis and renamed Jerry Glanville's Pigskin Footbrawl. Did you ever see this version, and what were your opinions of this rendition?
BC> Yes, I saw it... and I was disappointed to see that, instead of converting or re-creating the game graphics for the different aspect ratio of the Genesis System, they just used art straight from the arcade version... resulting in characters that looked stretched and disturbingly bizarre.

MT> Any comedic anecdotes or nightmare stories you could share dealing with Electronic Arts, Williams, 3DO, Bally/Midway, American Laser Games, or others?
BC>Funny? Well sure.

There's the story of the Transplanted Small Town Animator that Moved To The Chicago Area who, during a company outing at the Dunes National Lakeshore, tried to swim across Lake Michigan as if it were a fishin' hole... and his subsequent rescue by a half-dozen panic-stricken co-workers. Or the tale of the Outraged Operator who Offered To Have An Artist's Legs Broken for not plugging said operator's arcade "enough times" during a television interview taped in front of the aforementioned operator's arcade. …Or the Company Exec who Assured Us that The Check's In the Mail And All's Right With The World just moments before one his subordinates anonymously faxed us a newspaper clipping announcing the Company's Demise Three Weeks Earlier, ...Or the anecdote involving the Sales Veep who tried to throttle a Drunken Designer for Pushing All The Wrong Buttons during a Holiday Party, ...Or the Short-Lived Quality Control Checklist that said any game not Exactly Like Pacman should not be produced, ...Or the Earnest Engineer who was Unable to Convince Corporate Execs that the Teenage Mutant Ninja Turtles would be Big Someday, ...Or the Legendary Lunchtime Mustard Fights in the Park, ...Or the Traditional Lighting of the Christmas Turkey, ...Or the Concerns Over Micro-Pixel Nudity, ...Or Dining With Jimmy Carter on a Cross Country Train Trip, ...Or The Four-Hour Fact-Finding and Fishing Expeditions at Possum's Pub,

… but time and space limitations being what they are, I won't be relating the stories here.

As for "nightmares"...

Reality Check: The Course Of True Game Design Never Runs Smooth.
As a designer I am primarily concerned with what is best for My Game, period. In the real world, like it or not, manufacturers and publishers have a tremendous list of priorities that will almost always come before "My Game". Once you realize that broken promises, lawsuits, indifference, incompetence, corporate politics and hidden agendas will always be a part of dealing with big business, you do what you have to do and try not to let the "nightmares" get to you. In the end, if you're still having fun, you're on the right track.

MT> Tell us about the Game Refuge Emergency Arcade.
BC> It's something we do just for the fun of it. We load up a dozen or so Arcade games into a 1988 Chevy Step Van and visit local street fairs throughout the summer months. Part of the money we earn goes to local charities, and part goes towards our completely over-the-top Halloween and Christmas parties.

MT> You currently create titles for the Merit Megatouch game system. Tennis Ace, Goal, Puckshot, and soon to be released The Munsters. Why did you decide to incorporate your talents within this format, and not the traditional arcade coin-ops?
BC> We are an idea-based group, not a technology-based group. As such, we try not to limit ourselves to one platform or another. We looked at the touchscreen industry several years ago, saw mostly card games and trivia, and decided that the market could stand to use a healthy dose of "Fun" (i.e., skill games). Look for information about our two newest Merit Touchscreen games, scheduled to be released later this fall, on our website: www.gamerefuge.com.

(Correction: The Munsters is not a Merit Touchscreen game, it's a video slot machine we did for IGT.)


MT> So, did you happen to program a backdoor or code into The Munsters gambling device to allow us all to strike it big?
BC> Would that we could.


MT> Game Refuge encourages attendees of its locale to wear costumes, the company hosts an annual Halloween party? What's with all the costumes?
BC> Our Halloween Party / Bonfire / Costumed Bacchanal takes place on what is affectionately known as "The Haunted-Half-Acre". The hundred or so guests in attendance compete for custom-cast "Best Costume" Trophies in a variety of Categories. What can I say? We go a little nuts around this time of year. (It keeps us in touch with our childhood.)


MT> Please tell us about your exciting new light gun project.
BC> Unfortunately, because the game has not yet been officially unveiled, (Currently scheduled for the IAAPA Trade Show in Atlanta next month), I can't tell you anything that you don't already know from other sources: that is, that the game is called STAR TREK VOYAGER-THE ARCADE GAME, that it looks "great", and that players seem to love it.

MT> With the recent uprising in teenage violence, Sega refused to release their lightgun for the Dreamcast, leaving it to third party publishers. There is also talk of the removal of light gun games from the arcade and other public places. Any comments or criticisms?
BC> Politics and politicians will always prefer to pick scapegoats that can't muster up a large voting block, (or in this case, since it involves kids, any voting block), so I don't think this proposed legislation should come as a surprise. By and large, I think the industry has brought this on themselves by choosing to ignore the common perception that videogames are for kids. Had the industry taken long-term steps to change this perception, and exhibited a little self-restraint in the short-term; we'd probably not be faced with the possibility of these extreme kinds of legislation today.


A BIG Thank you to Brian for taking time from his VERY BUSY Schedule!
Good Deal Games wishes both you and Games Refuge continued success
-- You'll get our quarters!

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